These tasks are not simply asking you to fight monsters or asking you to do something. . . Instead, several tasks form a series. . . Complete a short story or discover a little secret. . . Or personally participate in some historical events of Warcraft. . . Let the player be the protagonist. . Give people a sense of accomplishment and belonging. . .
Later, there were other games such as League of Legends, PlayerUnknown's Battlegrounds, Werewolf, etc. . . These games have created a special point that is recognized and attracted by players. . .
And now the game "Dragon" has also set a precedent. . . That is the first of virtual reality + somatosensory. . .
For ordinary games, whether it is 3D or 2D, the game effect is achieved through vision and hearing. . No matter how realistic it is. It can only be done by making the computer screen bigger to make it look more real to the players. . It's like a 3D giant screen in a movie theater. . Through three-dimensional and larger screens, the immersive experience of the experiencer is enhanced. .
But this is just scratching the surface, because the whole person cannot fully devote himself to it.
This is not a question of which perspective, but a question of how many senses the experiencer can use at the same time. .
Ordinary games are basically only visual, that is, players watch through the screen. . Although there will be a sense of distance. . But you can make music by making the screen bigger. . The whole package covers the player's field of vision. . . This will make players feel more or less immersive. . .
Next is hearing. . . That is, listen to the surrounding background music or the narration of character dialogue. . Or maybe some live sound effects. . . For example, it is the sound of the wind, the sound of war drums, or the sound of weapons chopping together, etc. . .
Players are immersed in the game by relying on the combination of the picture in front of them and the sound in the headphones. . . the effect achieved. . .
For example, a player is standing on a high mountain. . . He could see the endless blue sky in the distance and the clouds blowing in the wind. . You can see a rising sun hanging high in the distance. . You can see the tiny houses, carriages and horses, rivers, etc. at the foot of the mountain. . .
At the same time, the voices began to cooperate. . . He would hear the whistling of the wind in his ears. . . You will hear powerful background music. . . At this time, the player can feel the feeling of standing on the top of the mountain and looking at all the small mountains through the scenery in front of them and the sounds in their ears. . .
That's good though. . . But is it really enough? ? ?
No. . This is not enough. . . Then the remaining feeling can only be realized by current virtual reality and somatosensory. . .
The first is visual. . Generally in this kind of game, there are two obstacles between the player and the game, one is the screen. . . The size of the screen determines the player's concentration. . . If a screen is big enough. . Players can see everything in the game at a glance. . That's easy to say. . . If the screen size is limited. . Players can see things outside the screen at a glance, such as the decoration of their own home and the lights of their own home. . And everything in the room. . Places like this will give players a sense of detachment. . That is, making a play. . So that players will not 100% believe that they are standing on the top of the mountain. . . Because out of the corner of his eye he could see his own TV set at home. . How could there be a TV on a real mountain top? . .
This is also why movie theater screens are getting bigger and the lights are turned off after the movie starts. . . And the reason why everyone should turn their cell phones to silent. . . The less distractions. . The more the audience can see into it. . The more you can get into the play. . The better you can follow the plot. . .
Another obstacle is that many games are 2D or 2D and a half or 3D. . . You also need to create a character of your own. . . That is the third perspective. . . The player controls his character from a "his" perspective. . Control your own game. . This will more or less make players feel that there is something wrong. . . .
After all, it is in the real world. . There are only images in front of you. . The back of your own head won't appear. . . Then look forward. . . So this is inconsistent with reality. . . It will make players feel extremely unreal. . .
"Invincibility starts with sacrificing the ancestor"
But virtual reality is different. . The player puts on the device. . Entering a state similar to pseudosleep. . . It's like dreaming. . . Players can see everything in the game inside. . . No screen. . There are no characters. . . The game world is 100% right in front of the player's eyes. . .
The scenery you see when you climb a mountain in the game is almost exactly the same as the scenery you can see when you climb a mountain in reality. It feels like that. . This will make many players think that they are just climbing a mountain. . . No matter how you look, there are mountain views everywhere. . No drama at all. . .
And in terms of hearing. . It will be more sensitive. . . It's like actually listening with your ears. . Some small sounds will be heard clearly. . . Compared to the game, a lot of soundtracks have been added. . .
When you stand on the top of the mountain, whether it is the sound of the biting wind, the buzz of a flying insect passing by, the cry of a goshawk across the sky, or the footsteps of teammates following closely. . . They can all fall into your ears without any problems. . . You won't feel that the sound and picture are out of sync. . .
The next step is what only virtual reality + somatosensory technology can achieve. .
One of them is the sense of smell. . . This is to achieve a more precise level of synchronization. .
For example, you are on this mountain. . . This mountain is a sea of flowers. . . You can smell the flowers while seeing the sights and hearing the sounds. . . This is completely different. . .
It's more real than smelling nothing yourself. . .
inside the game. . Players will smell the smell of corruption when passing through some undead territories. . . A smell of decay and mold. . It will follow your nose and enter your senses. . .
At this time, coupled with the dim sky in front of me. . . and the ruined scenery around it. . . And the terrifying silence around me. . . Or there are some low sounds. . . The player's experience suddenly deepened a lot. . . One more sense means one more reason to convince players that you are in the game. . .
Next is the sense of taste. . . Taste has the same effect. . . in previous games. . Whether the player's character restores health and drinks potions, restores magic points and drinks potions, or eats some food to add some food. . .
What the player can see is that the health or magic value is increasing, and the game character is eating. . . After a few seconds. . There will be one more buff effect on the body. . .
Players don't feel it at all. . . There is no such eating and drinking experience. . . And some games even do it to save trouble. . Design only one kind of food or drink appearance. . .
So there are games where it doesn't matter what the character is eating. . . He always holds a chicken drumstick, a steamed bun, or a piece of bread in his hand. .
And no matter what I drink, I always carry a water bag in my hand. . .
Originally, players had no taste experience. . Also looked at the food that was “off the mark”. . How can players be immersed in the situation. . . And often this feeling is biased. . The difference is all in such minutiae. . .